Search found 199 matches
- Mon Jun 12, 2017 10:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3700
- Views: 716824
Re: Bugs & FAQ
refining-override.lua line 105: angelsmods.functions.OV.disable_technology({ "water-washing", "nodule-processing" }) Note that "water-washing" is a typo. It should be "water-washing-1". This is part of the if not angelsmods.smelting then So this means that the...
- Sun Jun 04, 2017 11:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Hi, All. Just uploaded a new version for the mod. It contains the first pass of changes for making it use Bobs mods materials. You can select this option under the ingame mod settings. The default remains vanilla recipes. v0.15.5 Added config options for science pack recipes and intermediates recipe...
- Mon May 29, 2017 1:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@canadajebus:
Unfortunately "not soon".
Still busy with my playthrough and figuring out what changes would fit.
If anyone has suggestions on how the recipes should change for bobsmods, then that would help a lot in speeding this up.
Unfortunately "not soon".
Still busy with my playthrough and figuring out what changes would fit.
If anyone has suggestions on how the recipes should change for bobsmods, then that would help a lot in speeding this up.
- Fri May 12, 2017 4:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
New version v0.15.4 is uploaded to the mod portal. Only some minor fixes. Moved setting to new ingame mod settings Moved labs to science tab and ordered them. Tweaks to some of the configs. Minimum cost is 1 science pack, to prevent game crash. (For lolwhat option) I played around a bit with splitti...
- Fri May 05, 2017 9:02 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 35985
Re: Version 0.15.9
Oh, no...
The releases.
They are... breeding.
Though in all serious, awesome work guys.
The releases.
They are... breeding.
Though in all serious, awesome work guys.

- Fri May 05, 2017 3:22 pm
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 2007
Re: Mod settings setting_type = "startup" causes mod mismatch
Ah, that makes sense. Thanks.
I'll see how I can rewrite this then.
I'll see how I can rewrite this then.
- Fri May 05, 2017 8:19 am
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 2007
Re: Mod settings setting_type = "startup" causes mod mismatch
Apologies, it was late and I explained that badly and without steps to reproduce. I'll double check the steps to reproduce tonight, but here is what we had experienced: Both players subscribe the the ScienceCostTweaker mod. The default for the mod's setting "sct-difficulty-cost" is "n...
- Fri May 05, 2017 8:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Haven't tried a full playthrough yet, but from browsing the tech tree I don't see any way to get a thermal store. Possibly a missing recipe unlock on advanced-electronics-2? Thanks for reporting this. It is indeed missing. Will fix tonight and put out an updated version. EDIT: Turns out the bug I r...
- Thu May 04, 2017 8:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Quick note (might just be me that didn't know this): If you are having trouble joining another player with this mod, and you are getting a message that the mods differ even though the version is the same, then see this bug: https://forums.factorio.com/viewtopic.php?f=7&t=46364 Basically, the gam...
- Thu May 04, 2017 8:39 pm
- Forum: Not a bug
- Topic: Mod settings setting_type = "startup" causes mod mismatch
- Replies: 4
- Views: 2007
Mod settings setting_type = "startup" causes mod mismatch
Did a quick search, did not see a similar topic. Basically, if you have ingame mod settings settings.lua of the type setting_type = "startup" then if the users do not have the exact same settings, the game will give you and error that the mods mismatch even though their versions match. (Ha...
- Thu May 04, 2017 8:32 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 2502
Re: Settings.lua dropdown example
@Nexela: Ah, thanks! That will be perfect.
- Thu May 04, 2017 3:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Just a quick post. New version v0.15.2 is uploaded to the mod portal. Only some minor fixes. Fixed placeholder graphics for thermal storage and heated thermal storage. Fixed some recipe byproduct issues. Moved the cost difficulty setting to an ingame mod setting. (Tested and seems to work fine for n...
- Thu May 04, 2017 3:39 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 2502
Re: Settings.lua dropdown example
http://lua-api.factorio.com/latest/LuaSettings.html does not indicate anything, but is it possible to add hover-over / help tooltips? I.e. when the player hovers over the setting, can I display text that explains it better? Also, even better, can I do similar help text per option in the setting dro...
- Thu May 04, 2017 2:27 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 247015
Re: [0.15.x] Bob's Mods: General Discussion
...So, no more fuel canister? There are no current plans to bring it back. Given that burner mechanics can now return items, it might be worth it to use this to 'consume' liquids from barrels. I.e. in your mod for the specific liquids (since the base game will generate / handle the barrels for them...
- Thu May 04, 2017 1:50 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 2502
Re: Settings.lua dropdown example
Awesome, thanks! These help a lot.
- Wed May 03, 2017 6:35 pm
- Forum: Modding help
- Topic: Settings.lua dropdown example
- Replies: 9
- Views: 2502
Settings.lua dropdown example
Apologies if this is covered somewhere but I have not been able to find it. Basically I just want an example of how to do a dropdown style setting. I.e. a setting where the user can only pick from a predefined list. A list of key-value pairs would be best, but a list of strings would also suffice. S...
- Wed May 03, 2017 11:46 am
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Desktop foreman is not updated to v15 yet..... no cost analysis :( What I found: ... My 2 cents just looking at the recipes. Thanks, I'll fix the incorrect subgroups and names today. As for the waste byproducts. I'm not happy with them yet. I started doing a proper test-play yesterday (i.e. no comm...
- Tue May 02, 2017 3:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Allirght, so the first v0.15 compatible version is uploaded to the mod portal. It should be available via the ingame browser if you search for ScienceCostTweaker. I still need to integrate the new ingame mod config. and do proper bobsmods compatibility, but the basics are in place. What is new: New ...
- Mon May 01, 2017 7:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 103544
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@nagapito: I hope to do the second pass a bit later that will properly include bobsmods resources, but for now I just want to get the basics out at least. Currently I still have to do the high-tech science pack and figure out how the ingame mod config will work with configuring the mod ingame, as op...
- Fri Apr 28, 2017 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] Tech price multiplier doesn't work with infinite research
- Replies: 6
- Views: 3356
Re: Tech price multiplier doesn't work with infinite research
For what it is worth, in the mod I am busy updating I managed to get this working for the formulas by simply wrapping the formula. if (unitCopy.count_formula ~= nil) then unitCopy.count_formula = multiplier.prefix .. unitCopy.count_formula .. multiplier.postfix end Where the prefix is something like...